Ive started to create a freerunning/parkour game, im thinking i want to have a dark, graffiti covered city and have graffiti implemented into gameplay (able to create tags/pieces from preset letters or upload custom designs and paint them in game. Would also have police AI that patrol areas and will chase you if seen, so the parkour would help to escape and reach higher/better places to tag, im an artist and graffiti artist myself so i could do the art style myself). I need some input on what to do, and any suggestions on how to do so, as this is only my second attempt at a game (first is still a WIP side scroller https://forums.unrealengine.com/showthread.php?74728-Prototype-Z-A-Side-Scrolling-Adventure-Slacker )
- Gamefeatures
Gamefeatures Done:
-Enemy AI “catching hero”: chasing hero and returning to home location when out of sight. Resets level when caught by AI and plays caught animation.
-Pistol Animations
-Jumping (Combat Jump, Backflip, Frontflip and Vault)
-Sprint/Running Implemented
-Combat Mode Toggle
-Aim Offset for Pistol
-Bullet Actor, set to fire out of Pistol to looking direction with 0.8 second delay between shots, (Causes death when hitting AI)
-Ledge Climbing (Animations need tweaking/smoothing)
Gamefeatures To Do:
-Ledge Shimmy (Left/Right Climb)
-Ladder Climbing (maybe, may be unneeded due to ledge climbing and parkour abilities)
-Inventory and Status (health)
-Mission Objectives/Quests
-Spray Paint Mechanics/Animations
-Load/Save Menu
-Pause/Option Menu
-Sneak / Crouch Toggle and Animations
-Punching/Hand-To-Hand Combat - 70% Complete (Animation plays but does nothing)
-Advanced AI
NEW - Ledge Climb system put in place, its not perfect, some animations need tweaking to look smoother, but so far its looking pretty good. Here’s the video to show the ledge climb and layout of how i want the map to look (small layout so far, example map, if you will) there is more detail on the ground level, dumpsters, garbage bags, barrels, crates, etc. but this video is only showing ledge climb and buildings.
RECENT CONTENT - NEWEST ABOVE
New AI Added. Chase player when in their sight range, and return to home location when player is no longer visible, and die when shot by gun and trigger “caught” animation when touches player and restarts level.
Much new content added into game mechanics. Now have pistol, which you are able to equip and unequip while playing, with animations, via combat mode toggle button, ive set the new walk anims for combat mode and the aim offset, and also set the diff combat mode jump start, loop, and end. The combat mode jump animations were cut and edited by me from one pistol jump anim. and im currently working on the shooting mechanics for the gun. ive got the bullet, and sound set up and it shoots out, working on the collision assets so it stops going right through the landscape and buildings. Coming along nicely so far. Video below. and can post screens of blueprint layouts if anyone is interested.
Ive implemented a vault action, that makes your character do a small jump over obstacles too high to step and were a normal jump is too much (seen in beginning of video) and ive updated a course, along the lines of a cityscape, were graffiti will be added to the landscape and possibly implemented into gameplay.
heres the video
Courtesy To Mixamo for Anims and Base Character Models
All feedback is appreciated, thanks. -Slacker-